• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 20:43
CEST 02:43
KST 09:43
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
Team TLMC #5 - Finalists & Open Tournaments2[ASL20] Ro16 Preview Pt2: Turbulence10Classic Games #3: Rogue vs Serral at BlizzCon10[ASL20] Ro16 Preview Pt1: Ascent10Maestros of the Game: Week 1/Play-in Preview12
Community News
StarCraft II 5.0.15 PTR Patch Notes166BSL 2025 Warsaw LAN + Legends Showmatch2Weekly Cups (Sept 8-14): herO & MaxPax split cups4WardiTV TL Team Map Contest #5 Tournaments1SC4ALL $6,000 Open LAN in Philadelphia8
StarCraft 2
General
StarCraft II 5.0.15 PTR Patch Notes SC4ALL: A North American StarCraft LAN Team TLMC #5 - Finalists & Open Tournaments Classic Games #3: Rogue vs Serral at BlizzCon Why Storm Should NOT Be Nerfed – A Core Part of Pr
Tourneys
RSL: Revival, a new crowdfunded tournament series SC2's Safe House 2 - October 18 & 19 Stellar Fest KSL Week 80 StarCraft Evolution League (SC Evo Biweekly)
Strategy
Custom Maps
External Content
Mutation # 491 Night Drive Mutation # 490 Masters of Midnight Mutation # 489 Bannable Offense Mutation # 488 What Goes Around
Brood War
General
Starcraft: Destruction expansion pack? ASL ro8 Upper Bracket HYPE VIDEO StarCraft - Stratospace. Very rare expansion pack StarCraft Stellar Forces had bad maps BGH Auto Balance -> http://bghmmr.eu/
Tourneys
[ASL20] Ro16 Group D SC4ALL $1,500 Open Bracket LAN BSL 2025 Warsaw LAN + Legends Showmatch [ASL20] Ro16 Group C
Strategy
Simple Questions, Simple Answers Muta micro map competition Fighting Spirit mining rates [G] Mineral Boosting
Other Games
General Games
Stormgate/Frost Giant Megathread Nintendo Switch Thread Path of Exile Borderlands 3 General RTS Discussion Thread
Dota 2
Official 'what is Dota anymore' discussion LiquidDota to reintegrate into TL.net
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Heroes of StarCraft mini-set
TL Mafia
TL Mafia Community Thread
Community
General
The Big Programming Thread US Politics Mega-thread Russo-Ukrainian War Thread Things Aren’t Peaceful in Palestine UK Politics Mega-thread
Fan Clubs
The Happy Fan Club!
Media & Entertainment
Movie Discussion! [Manga] One Piece Anime Discussion Thread
Sports
2024 - 2026 Football Thread Formula 1 Discussion MLB/Baseball 2023
World Cup 2022
Tech Support
Linksys AE2500 USB WIFI keeps disconnecting Computer Build, Upgrade & Buying Resource Thread High temperatures on bridge(s)
TL Community
BarCraft in Tokyo Japan for ASL Season5 Final The Automated Ban List
Blogs
Too Many LANs? Tournament Ov…
TrAiDoS
i'm really bored guys
Peanutsc
I <=> 9
KrillinFromwales
A very expensive lesson on ma…
Garnet
hello world
radishsoup
Lemme tell you a thing o…
JoinTheRain
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1858 users

The Terran Help Me Thread - Page 299

Forum Index > StarCraft 2 Strategy
Post a Reply
Prev 1 297 298 299 300 301 460 Next
Make sure you read the OP before asking a question. Asking a question already addressed in the OP will result in moderation action. Also, please put some effort into your questions.
dynwar7
Profile Joined May 2011
1983 Posts
July 12 2012 06:36 GMT
#5961
Hi guys, how do you deal with 7/8 marine, 3 hellions elevator play? I normally go 1rax fe in tvt, so this is a problem for me. I cant split my marines in two, defending the high ground and my natural ramp. I have bunker there but that takes 4 marines, so basically I dont have enough units when this elevator play hits.

What do I do? Is not expanding the only option I have? Even if I scout this, its pretty hard because like I said I have not enough units.
Regarding the imbalance, hilarious to see Zergs defending themselves....
jay.li
Profile Joined June 2012
United States23 Posts
July 12 2012 06:58 GMT
#5962
On July 12 2012 15:36 dynwar7 wrote:
Hi guys, how do you deal with 7/8 marine, 3 hellions elevator play? I normally go 1rax fe in tvt, so this is a problem for me. I cant split my marines in two, defending the high ground and my natural ramp. I have bunker there but that takes 4 marines, so basically I dont have enough units when this elevator play hits.

What do I do? Is not expanding the only option I have? Even if I scout this, its pretty hard because like I said I have not enough units.


Typically a bunker at the front will ward away any frontal attack, so the rest of your units can sort of be on your ramp/ in your main in order to quickly respond. The key is quick response time and full vision of your main. You must not allow him to elevator up all of the units undisturbed. If he does though, you will certainly need to pull scvs.
ncsix
Profile Joined February 2012
1370 Posts
July 12 2012 07:09 GMT
#5963
On July 12 2012 14:20 XenOsky- wrote:
what is the best way to approach the 1 base Hellion Marine drop when going 1 rax f exp?


1 rax FE.

Bunker with 4 rines at Nat.
Tech to Siege Tank, Get Eng Bay, 2 Missile Turrets at most obvious drop pathway into your base.

You won't have any medivacs but its definitely the way to defend your Main and Nat to any early drops.

If he insist on dropping after being shot by the turrents, its all too likely he'll lose his medivac and its easy to clean up.

If he spots the turrets and tries to drop around it, you should have your bunkers unloaded and be ready to move your scvs.

By the time anything gets done, you should have at least 2 tanks, which is plenty good against hellion rine drops.
dynwar7
Profile Joined May 2011
1983 Posts
Last Edited: 2012-07-12 08:52:56
July 12 2012 07:43 GMT
#5964
On July 12 2012 15:58 jay.li wrote:
Show nested quote +
On July 12 2012 15:36 dynwar7 wrote:
Hi guys, how do you deal with 7/8 marine, 3 hellions elevator play? I normally go 1rax fe in tvt, so this is a problem for me. I cant split my marines in two, defending the high ground and my natural ramp. I have bunker there but that takes 4 marines, so basically I dont have enough units when this elevator play hits.

What do I do? Is not expanding the only option I have? Even if I scout this, its pretty hard because like I said I have not enough units.


Typically a bunker at the front will ward away any frontal attack, so the rest of your units can sort of be on your ramp/ in your main in order to quickly respond. The key is quick response time and full vision of your main. You must not allow him to elevator up all of the units undisturbed. If he does though, you will certainly need to pull scvs.


But if I pull my marines there, the medivac will give vision of his hellions which will burn my marines.

What is a strong opener in TvT that is decent vs elevator play?

I noticed many Ts do 1/1/1 now...so marine/hellion/medivac or reaper/hellion/medivac which eat marines...so what do I do vs this? Is there a safe opener in TvT that starts with 1rax FE?
Regarding the imbalance, hilarious to see Zergs defending themselves....
stew_
Profile Joined June 2012
Canada239 Posts
July 12 2012 08:40 GMT
#5965
what is the 'standard' bo for a 11/11?

also, how should i execute it against zerg? i've given up all hope for going to a macro game.

thanks!
자연속에 내가 있다! 운!지!
Pillage
Profile Joined July 2011
United States804 Posts
July 12 2012 08:46 GMT
#5966
On July 12 2012 17:40 stew_ wrote:
what is the 'standard' bo for a 11/11?

also, how should i execute it against zerg? i've given up all hope for going to a macro game.

thanks!


Build the depot at the ramp and rally the 11th scv to the proxy area. rally the scv building the depot to the same area and you should have just enough minerals to start both the rax when they get there. Pull 5ish scvs additionally to help make sure the bunkers go down at his nat.
"Power has no limits." -Tiberius
EsportsJohn
Profile Blog Joined June 2012
United States4883 Posts
July 12 2012 12:34 GMT
#5967
On July 12 2012 03:30 monkybone wrote:
Show nested quote +
On July 12 2012 01:29 SC2John wrote:
On July 11 2012 20:42 Qibla wrote:
So I've asked this question a few times here. The answers so fat have been take a third really fast, or go 4-6 rax all in.

I've tried both of these, and neither seems to work. Any other options in beating a Nexus first?



Try teching faster. I know I've mentioned this, but if you go for 3 CCs off of 1 marine then proceed to tech to a 1-1-1 formation, you should be fine against any early gateway pressure. You can harass with cloaked banshees, use them for defense, you can get fast tanks and do a marine/tank push, etc.

Otherwise, just go like 2 rax and get REALLY fast CS/stim and medivacs, then add on like 4 rax and ramp up production, defending with 3-4 bunkers.

I like the first option better. 1-1-1 is the most powerful composition against pure gateway units + immortals. If the biggest problem you're facing is big gateway aggression, 1-1-1 naturally takes care of that. Otherwise, you can just contain with it, expand a lot, and get whatever composition you want up after that.


You die to a 7 gate for sure... It hits my 1 rax expand into 3 rax so hard that I don't usually have a chance. And I don't skimp on units.



.....what? You go 3rax and you "don't skimp on units"??? Dude, 3rax is the definition of cutting units in favor of faster tech. What I'm suggesting is SUBSTANTIALLY faster stim/CS and medivacs with 2 rax. By doing this, you can have 5-6 rax pumping out stim/CS units by 10 minutes...all you have to do is survive the initial poke for more than 30 seconds and you should be in good shape.

You can do this with little to no early defense, knowing that your opponent went nexus first and can't possibly do something like a 3-4 warp gate attack at 6:00-7:00.

Hope this helps!
StrategyAllyssa Grey <3<3
EsportsJohn
Profile Blog Joined June 2012
United States4883 Posts
Last Edited: 2012-07-12 12:44:24
July 12 2012 12:41 GMT
#5968
On July 12 2012 16:43 dynwar7 wrote:
Show nested quote +
On July 12 2012 15:58 jay.li wrote:
On July 12 2012 15:36 dynwar7 wrote:
Hi guys, how do you deal with 7/8 marine, 3 hellions elevator play? I normally go 1rax fe in tvt, so this is a problem for me. I cant split my marines in two, defending the high ground and my natural ramp. I have bunker there but that takes 4 marines, so basically I dont have enough units when this elevator play hits.

What do I do? Is not expanding the only option I have? Even if I scout this, its pretty hard because like I said I have not enough units.


Typically a bunker at the front will ward away any frontal attack, so the rest of your units can sort of be on your ramp/ in your main in order to quickly respond. The key is quick response time and full vision of your main. You must not allow him to elevator up all of the units undisturbed. If he does though, you will certainly need to pull scvs.


But if I pull my marines there, the medivac will give vision of his hellions which will burn my marines.

What is a strong opener in TvT that is decent vs elevator play?

I noticed many Ts do 1/1/1 now...so marine/hellion/medivac or reaper/hellion/medivac which eat marines...so what do I do vs this? Is there a safe opener in TvT that starts with 1rax FE?


Thorzain's TvT opening

This is Thorzain's opening. It opens with an astounding number of marines with really fast Combat Shield and quick tanks or medivacs to follow. The only thing I'd add to what Day9 says is to MAKE SURE you start poking around and gaining map control and vision as soon as you have CS. Map control is VERY important with this build.

I've outright beaten a lot of elevator play with this strategy. As long as you have a bunker at the front and decent ability to spread units, you should be able to beat the medivac/hellion/marine play with this. It also does well against banshee openings. If you are playing against a 1-base fast tank all-in, just make sure you meet him in the middle with your marines and pick off tanks.

Hope this helps!

EDIT: In addition, the fast tank allows you to hold off any pressure including hellions/reapers. ONE tank (without seige mode) will utterly destroy the speed reaper/hellion all-in. It also immediately shuts down the hellion/marine/medivac attack.
StrategyAllyssa Grey <3<3
Bojas
Profile Joined December 2010
Netherlands2397 Posts
July 12 2012 13:17 GMT
#5969
Hi,

Since I am very lazy I was wondering if any of my fellow terrans took notes on that build Beastyqt has been doing which gets a fast third, double ebay and does a hellion banshee poke?
KonanTenshi
Profile Joined June 2012
Sweden210 Posts
July 12 2012 13:29 GMT
#5970
On July 12 2012 17:40 stew_ wrote:
what is the 'standard' bo for a 11/11?

also, how should i execute it against zerg? i've given up all hope for going to a macro game.

thanks!



My experience is that you send out your first SCV to scout him, build normal 10 depot, and depending on map you send out 1-2 scvs to build double raxxs close the your opponent base. then just keep producing scvs/marines till you or he dies ^_^
Curious
Andertech
Profile Joined April 2011
18 Posts
July 12 2012 13:41 GMT
#5971
On July 12 2012 13:29 Qibla wrote:
Show nested quote +
On July 11 2012 22:29 Andertech wrote:
Qibla wrote:
So I've asked this question a few times here. The answers so fat have been take a third really fast, or go 4-6 rax all in.

I've tried both of these, and neither seems to work. Any other options in beating a Nexus first?


Maybe you didnt pushed at the timing you should, 2 rax or even bunker rush might work if you manage to pull it of correctly, the right answer though might lie in taking a fast third. Good army trade its key, and if you do want to punish a nexus first you should not try to go and win the game just with one push, you should make economic damage.
When a Protoss goes nexus first he gets exposed to early marine marauder pushes UNTIL he has 2 sentries, if you manage to take down the sentries early on you can continue to pressure, remember that he doesnt have warpgate early on, and your units are quite good with good micro. Take down his army first, and then go for probes or pylons(if you take down 1or 2 pylons you can keep the pressure on for a longer amount of time since he wont be able to reinforce and thus might just lose his expansion or the game if your push was good enough).

4 or 6 rax is not a good option, you dont want to compromise your economy in mid game, since it is your most valuable and only favored timing (medivac or ghost push). 2rax bunker rush into expo, or 2rax marine marauder push (w/concussive shells) are both good options since he wont have enough units to hold them in time.

In case of a 2rax marine marauder push, you should hit with your first marauder marines and a couple of scvs, target fire sentries first, then stalkers, move your marines if they get targeted by zealots and if viable build a bunker or 2.

Hope this helped you out.


So assuming I open gasless, I tried early marine pressure, but this time he went a nexus first, the followed up forge, and had cannons ready up by the time my first marine got there. So in this case is my only option a fast 3rd?


Ok, first of all assuming you are going to pressure you should try to exploit the best ways to do it. Nexus first ussually means he doesnt have ANY way of defense until he gets his forge or his gate up. If you scout it early (by early I mean before 3rd pylon, when forge/gate is started or is a at half construction) bunker rush him, in a place where he cant build a cannon right away(so that he must build a pylon then a cannon, you can try to put it behind the mineral line) this will force him to send probes to defend which will do damage to his economy (remember to rally your first marine there).
If you scout it when his forge/gate is about to finish or finished you should go 2rax early pressure, and as I said in my first post, push with your first marauder with concussive, marines and a couple of scvs in order to kill expensive units while you take your third base, remember that this push is not meant to kill him as in the middle of it, his warpgate tech might finish and you MUST return to your base to reinforce and tech to medivacs to snipe his tech (you can scan at 6 min to see if hes going 6/7gate or traditional colossus gate army or fast templar tech) if you manage to snipe his tech or do enough econ damage killing his probes or even his main nexus you will be ahead, as always you should be teching to ghosts doesnt matter what happen a couple of emps will give you an edge even if he didnt went templar tech (assuming you have your third up before his and that you traded efficiently you will have better income and more units).

You must remember that you dont want to have an even late-game, you need a favored one. Keep the pressure all the time, deny his third with a couple of marine / marauders and stim back to your base, do pronged drops/attacks and abuse tech timings (stim, concussive, +1 +1, medivac timing / ghost timings) if you dont your oponnent will do it (2/3 colossus 2base pushes, 7gate timing push, chargelot archon timing, warp prism sentry drops,etc)

PD: Sorry about my bad english :/ hope you understand it and that you can find it useful
PD2: If you want to practice add me, im Andertech.768 in the NA server.
M7Jagger
Profile Joined March 2012
Sweden237 Posts
July 12 2012 17:22 GMT
#5972
What do I do in TvZ lategame? All the TvZ's I play I get to the lategame with the zerg adding on a bunch of ultras and then he just kills me, I just cannot stop the ultras. I almost never have addons on my barracks so that i can transition into marauders if he goes ultras but it doesn't seem to be helping. Any advice?
Brace your're selves. Grammar, nazis are Coming
Aquila-
Profile Blog Joined April 2011
516 Posts
July 12 2012 17:34 GMT
#5973
Can anyone tell me please how to stop these retarded gateway pushes from Protoss? I talk about 5-6 gate pushes after 1 gate FE. I alredy always make 3 bunkers because I know it is coming, then I pull scvs, they all get forcefielded away and I just die even though I have 3 bunkers. This is such a joke do I need 5 bunkers or what?
Bojas
Profile Joined December 2010
Netherlands2397 Posts
July 12 2012 18:15 GMT
#5974
On July 13 2012 02:34 Aquila- wrote:
Can anyone tell me please how to stop these retarded gateway pushes from Protoss? I talk about 5-6 gate pushes after 1 gate FE. I alredy always make 3 bunkers because I know it is coming, then I pull scvs, they all get forcefielded away and I just die even though I have 3 bunkers. This is such a joke do I need 5 bunkers or what?

Got any replays? That would definitely help.
Nightmarjoo
Profile Blog Joined October 2006
United States3360 Posts
July 12 2012 18:21 GMT
#5975
On July 12 2012 15:36 dynwar7 wrote:
Hi guys, how do you deal with 7/8 marine, 3 hellions elevator play? I normally go 1rax fe in tvt, so this is a problem for me. I cant split my marines in two, defending the high ground and my natural ramp. I have bunker there but that takes 4 marines, so basically I dont have enough units when this elevator play hits.

What do I do? Is not expanding the only option I have? Even if I scout this, its pretty hard because like I said I have not enough units.

1. Scout that it's coming. If you scv scout gas, scan with your nat oc's first 50 energy to see if he got a second gas or not. If he did not, this build is a very distinct possibility even if you don't get to see his addons. Scout for proxies to help rule out other possibilities if that scan didn't give you enough information.

2. Only put 2 marines in the bunker, and wall your nat choke off as you can afford to prevent a hellion runby.

3. Spread your existing marines around your main to see the medic.

4. When you see the medic, crush it with all the marines in your main + a healthy scv pull from your main line. Micro your scvs to prevent huge losses from the hellions. Red hp scvs are still living scvs. You should have the marine count to easily fend off any further aggression by the time it comes (if it does).

When I'm going 1rax cc I always go 1rax cc gasgas rax, and I always stop this kind of a build and have more scvs than him following the aggression (plus a cc lead). 8 marines with a medic healing and 3 hellions in one spot are impossible to beat. A handful of marines being dropped out one at a time with a medic not healing because it's dropping and 3 hellions which can't hit your marines aren't so scary.

On July 12 2012 16:09 ncsix wrote:
Show nested quote +
On July 12 2012 14:20 XenOsky- wrote:
what is the best way to approach the 1 base Hellion Marine drop when going 1 rax f exp?


1 rax FE.

Bunker with 4 rines at Nat.
Tech to Siege Tank, Get Eng Bay, 2 Missile Turrets at most obvious drop pathway into your base.

You won't have any medivacs but its definitely the way to defend your Main and Nat to any early drops.

If he insist on dropping after being shot by the turrents, its all too likely he'll lose his medivac and its easy to clean up.

If he spots the turrets and tries to drop around it, you should have your bunkers unloaded and be ready to move your scvs.

By the time anything gets done, you should have at least 2 tanks, which is plenty good against hellion rine drops.

You can't possibly have tanks out by the time it hits; and you can't possibly afford enough turrets to deter the drop either. 2 missile turrets are useless vs this kind of a drop. A bunker in main could potentially be useful (but probably isn't necessary).

On July 12 2012 16:43 dynwar7 wrote:
Show nested quote +
On July 12 2012 15:58 jay.li wrote:
On July 12 2012 15:36 dynwar7 wrote:
Hi guys, how do you deal with 7/8 marine, 3 hellions elevator play? I normally go 1rax fe in tvt, so this is a problem for me. I cant split my marines in two, defending the high ground and my natural ramp. I have bunker there but that takes 4 marines, so basically I dont have enough units when this elevator play hits.

What do I do? Is not expanding the only option I have? Even if I scout this, its pretty hard because like I said I have not enough units.


Typically a bunker at the front will ward away any frontal attack, so the rest of your units can sort of be on your ramp/ in your main in order to quickly respond. The key is quick response time and full vision of your main. You must not allow him to elevator up all of the units undisturbed. If he does though, you will certainly need to pull scvs.


But if I pull my marines there, the medivac will give vision of his hellions which will burn my marines.

What is a strong opener in TvT that is decent vs elevator play?

I noticed many Ts do 1/1/1 now...so marine/hellion/medivac or reaper/hellion/medivac which eat marines...so what do I do vs this? Is there a safe opener in TvT that starts with 1rax FE?

I personally like 1rax cc gasgas rax a lot vs tech builds; as the 2rax is enough production to stop initial aggression; and you should be able to stall to get a tank out vs heavier aggression (such as reaper/hellion/medic)

On July 13 2012 02:34 Aquila- wrote:
Can anyone tell me please how to stop these retarded gateway pushes from Protoss? I talk about 5-6 gate pushes after 1 gate FE. I alredy always make 3 bunkers because I know it is coming, then I pull scvs, they all get forcefielded away and I just die even though I have 3 bunkers. This is such a joke do I need 5 bunkers or what?

Check your macro to make sure you have as high a unit-count as possible. Three bunkers should suffice if you position them properly and position/micro scvs properly. If he's sentry-heavy you need to put scvs in front and behind the bunkers before his attack hits. Don't worry about lost mining time; your tech will give you the advantage as soon as he backs off his aggression. Don't worry about losing scvs (within reason) for the same reason. Just make sure to keep macroing properly during the course of the aggression.
aka Lyra; My favourites: July, Stork, Draco, MistrZZZ, TheStc, LastShadow - www.broodwarmaps.net - for all your mapping needs; check my stream: high masters mech terran: twitch.tv/lyrathegreat
Blazinghand *
Profile Blog Joined December 2010
United States25552 Posts
July 12 2012 18:32 GMT
#5976
On July 13 2012 02:22 M7Jagger wrote:
What do I do in TvZ lategame? All the TvZ's I play I get to the lategame with the zerg adding on a bunch of ultras and then he just kills me, I just cannot stop the ultras. I almost never have addons on my barracks so that i can transition into marauders if he goes ultras but it doesn't seem to be helping. Any advice?


Ideally, you want to start drastically increasing your infrastructure as you get on more bases. Remember that every base a Zerg takes is more infrastructure for him to make new units, and in the late game zerg likes to make ultras or brood lords. Add barracks with tech labs and add extra starports BEFORE he hits you with BLs or Ultras, so that when they come out, you can counter appropriately.

Beyond this, I can't give much advice without seeing a replay.
When you stare into the iCCup, the iCCup stares back.
TL+ Member
Sorkoas
Profile Joined May 2010
549 Posts
Last Edited: 2012-07-12 18:33:59
July 12 2012 18:32 GMT
#5977
I've been struggling a while with holding 2 base Colossus based all-ins from Protoss. Lately however I've been able to get away with just massing up a lot of bio and kill him while he's moving out and can't get a good position with his army. A map it doesn't work very well at is Cloud Kingdom. What I basically wonder is if I should either change my style and attack earlier, or just squeeze out a better unit composition and take the fight at my base.

My opening is usually as follow:

16 CC
17 depot
19 rax * 2
21 gas
bunker in front of expansion.

I follow it up with a combat shield or naked marine poke around 8-9 to pick off some sentries and just get an idea of what my opponent is doing. At this point I have added another 2 rax for 5 in total and started my factory as well as all upgrades from tech labs and +1 attack. My goal is to overwhelm the protoss with mass bio and my first 4 medivacs around 12-13 min, while I'm taking my 3rd base.

The colossus push itself comes around 10:30-11:30, when I have just started my first set of medivacs. This is as I already said no issue on big maps because I can take map control and not let the Protoss player get in a good position with his army all together.

Should I aim for an earlier and stronger timing attack or do you guys have any other ideas to delay his push so I can get vikings out and move to my 3rd base which is easier to defend? It seems this style is standard for most P on CK atm.
Kamelixs
Profile Joined October 2011
Sweden88 Posts
Last Edited: 2012-07-12 18:45:59
July 12 2012 18:44 GMT
#5978
What's the most optimized mech opener for TvT, and what should be my main goals in the game?

edit:
Or rather; what is the "best" and most standard to do theese days
Account252508
Profile Joined February 2012
3454 Posts
Last Edited: 2012-07-12 19:11:37
July 12 2012 19:10 GMT
#5979
--- Nuked ---
Account252508
Profile Joined February 2012
3454 Posts
July 12 2012 19:12 GMT
#5980
--- Nuked ---
Prev 1 297 298 299 300 301 460 Next
Please log in or register to reply.
Live Events Refresh
OSC
21:00
OSC Elite Rising Star #16
davetesta44
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
NeuroSwarm 203
SpeCial 120
Nathanias 101
RuFF_SC2 5
StarCraft: Brood War
NaDa 38
Dota 2
monkeys_forever242
League of Legends
Cuddl3bear6
Counter-Strike
Stewie2K492
Super Smash Bros
hungrybox496
AZ_Axe68
Heroes of the Storm
Khaldor123
Other Games
summit1g9353
FrodaN4214
Grubby3769
shahzam834
fl0m598
JimRising 501
ToD270
XaKoH 123
KnowMe100
Trikslyr70
ViBE35
Organizations
Other Games
gamesdonequick602
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 15 non-featured ]
StarCraft 2
• Berry_CruncH118
• poizon28 25
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• masondota22351
League of Legends
• Doublelift4457
Other Games
• Scarra958
Upcoming Events
BSL Open LAN 2025 - War…
7h 18m
RSL Revival
9h 18m
Classic vs TBD
WardiTV Invitational
10h 18m
Online Event
15h 18m
Afreeca Starleague
1d 9h
Barracks vs Mini
Wardi Open
1d 10h
Monday Night Weeklies
1d 15h
Sparkling Tuna Cup
2 days
LiuLi Cup
3 days
The PondCast
4 days
[ Show More ]
CranKy Ducklings
5 days
Maestros of the Game
6 days
Clem vs Reynor
[BSL 2025] Weekly
6 days
[BSL 2025] Weekly
6 days
Liquipedia Results

Completed

Proleague 2025-09-18
Chzzk MurlocKing SC1 vs SC2 Cup #2
HCC Europe

Ongoing

BSL 20 Team Wars
KCM Race Survival 2025 Season 3
BSL 21 Points
ASL Season 20
CSL 2025 AUTUMN (S18)
LASL Season 20
2025 Chongqing Offline CUP
BSL World Championship of Poland 2025
RSL Revival: Season 2
Maestros of the Game
StarSeries Fall 2025
FISSURE Playground #2
BLAST Open Fall 2025
BLAST Open Fall Qual
Esports World Cup 2025
BLAST Bounty Fall 2025
BLAST Bounty Fall Qual
IEM Cologne 2025
FISSURE Playground #1

Upcoming

IPSL Winter 2025-26
BSL Season 21
SC4ALL: Brood War
BSL 21 Team A
Stellar Fest
SC4ALL: StarCraft II
EC S1
ESL Impact League Season 8
SL Budapest Major 2025
BLAST Rivals Fall 2025
IEM Chengdu 2025
PGL Masters Bucharest 2025
Thunderpick World Champ.
CS Asia Championships 2025
ESL Pro League S22
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2025 TLnet. All Rights Reserved.